Paladin: A Vow of Steel and Light
A Paladin is a warrior whose promise has become power. Some swear before a god, celestial patron, ancestral power or sacred place. Others make their vow with no witness but the dead, the battlefield or the people they failed to protect. Whatever hears the oath, a true Paladin discovers that conviction can heal wounds, break fear, call radiant force into a weapon and make companions stand when ordinary soldiers would flee.
In a campaign, the class combines heavy armour, martial weapons, healing, protective magic and supernatural judgement. The details vary sharply between editions, so each rules version below is entirely self-contained. Nothing in one tab is required to understand another.
Paladin Rules by Edition
Select the rules system in use at your table. These four panels deliberately do not share mechanics.
Paladin — 5.5e / 2024 Rules
Primary abilities: Strength and Charisma
Hit Die: d10
Saving throws: Wisdom, Charisma
Armour: Light, medium and heavy armour; shields
Weapons: Simple and martial weapons
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.
| Level | PB | Features | Channel Divinity | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — |
| 2 | +2 | Fighting Style, Paladin’s Smite | — | 3 | 2 | — | — | — | — |
| 3 | +2 | Channel Divinity, Paladin Subclass | 2 | 4 | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | — | — | — |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | — | — | — |
| 7 | +3 | Subclass Feature | 2 | 7 | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | — | — |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | — | — |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — |
| 13 | +5 | — | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Subclass Feature | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 17 | +6 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Subclass Feature | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Core 2024 Features
Lay on Hands — Level 1. You maintain a healing pool equal to five times your Paladin level. As a Bonus Action, touch yourself or another creature and spend points from the pool to restore the same number of Hit Points. Five points can instead remove the Poisoned condition.
Spellcasting — Level 1. Charisma is your spellcasting ability. The table determines prepared spells and spell slots. After a Long Rest, one prepared Paladin spell can be exchanged for another spell you are able to cast.
Weapon Mastery — Level 1. Choose two weapons with which you are proficient and use their Mastery properties. The selections can be changed after a Long Rest.
Fighting Style — Level 2. Gain an eligible Fighting Style feat. Blessed Warrior can instead provide divine cantrips.
Paladin’s Smite — Level 2. Divine Smite is always prepared. Once between Long Rests, it can be cast without spending a spell slot; later uses consume spell slots normally.
Channel Divinity — Level 3. You begin with two uses. One spent use returns after a Short Rest and all spent uses return after a Long Rest. At level 11, the pool increases to three uses.
Paladin Subclass — Level 3. Subclass features arrive at levels 3, 7, 15 and 20.
Extra Attack and Faithful Steed — Level 5. You attack twice when taking the Attack action. Find Steed is always prepared and can be cast once without a spell slot between Long Rests.
Aura of Protection — Level 6. While you are not Incapacitated, you and allies within 10 feet add your Charisma modifier to saving throws, with a minimum bonus of +1.
Abjure Foes — Level 9. Channel divine power against enemies you can see, overwhelming selected foes with supernatural dread and restricting their movement.
Aura of Courage — Level 10. Creatures protected by Aura of Protection are also protected against the Frightened condition.
Radiant Strikes — Level 11. Every hit with a melee weapon or Unarmed Strike deals an additional 1d8 Radiant damage.
Restoring Touch — Level 14. When using Lay on Hands, 5 healing-pool points per condition can remove Blinded, Charmed, Deafened, Frightened, Paralyzed or Stunned.
Aura Expansion — Level 18. Aura of Protection expands from 10 feet to 30 feet.
Epic Boon — Level 19. Gain an eligible Epic Boon feat or another feat for which you qualify.
Oath of Devotion
The freely available 2024 Paladin subclass is the Oath of Devotion, centred on courage, compassion, honesty, honour and responsibility. Its subclass features arrive at levels 3, 7, 15 and 20.
Paladin — D&D 5e / 2014 Rules
Primary abilities: Strength and Charisma
Hit Die: d10
Saves: Wisdom, Charisma
Armour: All armour and shields
Weapons: Simple and martial weapons.
| Level | PB | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Divine Sense, Lay on Hands | — | — | — | — | — |
| 2 | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | — | — | — | — |
| 3 | +2 | Divine Health, Sacred Oath | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5 | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6 | +3 | Aura of Protection | 4 | 2 | — | — | — |
| 7 | +3 | Sacred Oath Feature | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9 | +4 | — | 4 | 3 | 2 | — | — |
| 10 | +4 | Aura of Courage | 4 | 3 | 2 | — | — |
| 11 | +4 | Improved Divine Smite | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13 | +5 | — | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17 | +6 | — | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |
Core 2014 Features
Divine Sense. Detect powerful celestial, fiendish and undead presences and recognise consecrated or desecrated places within the feature’s normal limitations.
Lay on Hands. The healing pool equals five times Paladin level. Points can restore Hit Points, cure disease or neutralise poison according to the feature.
Spellcasting. Begins at level 2. Charisma is the spellcasting ability. Prepare a number of Paladin spells equal to Charisma modifier plus half Paladin level, rounded down.
Divine Smite. After a qualifying melee weapon hit, expend a spell slot for additional radiant damage. Higher-level slots increase the damage, with an additional benefit against undead and fiends.
Sacred Oath. Chosen at level 3. The freely available 2014 rules present the Oath of Devotion.
Aura of Protection. From level 6, you and nearby allies add your Charisma modifier to saving throws while you are conscious. Its range increases at level 18.
Improved Divine Smite. From level 11, melee weapon hits carry additional radiant damage without spending a spell slot.
Cleansing Touch. From level 14, you can end a spell affecting yourself or another willing creature a limited number of times between Long Rests.
Paladin — Pathfinder 1e Rules
Alignment: Lawful Good
Hit Die: d10
Skill ranks: 2 + Intelligence modifier per level
Class skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility), Knowledge (religion), Profession, Ride, Sense Motive and Spellcraft.
| Level | BAB | Fort | Ref | Will | Features | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +1 | +2 | +0 | +2 | Aura of Good, Detect Evil, Smite Evil 1/day | — | — | — | — |
| 2 | +2 | +3 | +0 | +3 | Divine Grace, Lay on Hands | — | — | — | — |
| 3 | +3 | +3 | +1 | +3 | Aura of Courage, Divine Health, Mercy | — | — | — | — |
| 4 | +4 | +4 | +1 | +4 | Channel Positive Energy, Smite Evil 2/day | 0 | — | — | — |
| 5 | +5 | +4 | +1 | +4 | Divine Bond | 1 | — | — | — |
| 6 | +6/+1 | +5 | +2 | +5 | Mercy | 1 | — | — | — |
| 7 | +7/+2 | +5 | +2 | +5 | Smite Evil 3/day | 1 | 0 | — | — |
| 8 | +8/+3 | +6 | +2 | +6 | Aura of Resolve | 1 | 1 | — | — |
| 9 | +9/+4 | +6 | +3 | +6 | Mercy | 2 | 1 | — | — |
| 10 | +10/+5 | +7 | +3 | +7 | Smite Evil 4/day | 2 | 1 | 0 | — |
| 11 | +11/+6/+1 | +7 | +3 | +7 | Aura of Justice | 2 | 1 | 1 | — |
| 12 | +12/+7/+2 | +8 | +4 | +8 | Mercy | 2 | 2 | 1 | — |
| 13 | +13/+8/+3 | +8 | +4 | +8 | Smite Evil 5/day | 3 | 2 | 1 | 0 |
| 14 | +14/+9/+4 | +9 | +4 | +9 | Aura of Faith | 3 | 2 | 1 | 1 |
| 15 | +15/+10/+5 | +9 | +5 | +9 | Mercy | 3 | 2 | 2 | 1 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +10 | Smite Evil 6/day | 3 | 3 | 2 | 1 |
| 17 | +17/+12/+7/+2 | +10 | +5 | +10 | Aura of Righteousness | 4 | 3 | 2 | 1 |
| 18 | +18/+13/+8/+3 | +11 | +6 | +11 | Mercy | 4 | 3 | 2 | 2 |
| 19 | +19/+14/+9/+4 | +11 | +6 | +11 | Smite Evil 7/day | 4 | 3 | 3 | 2 |
| 20 | +20/+15/+10/+5 | +12 | +6 | +12 | Holy Champion | 4 | 4 | 3 | 3 |
Core Pathfinder Features
Detect Evil. Available at will. The Paladin can also concentrate on a single creature or object within 60 feet to assess its evil aura faster than ordinary sustained detection.
Smite Evil. As a swift action, choose an evil creature in sight. Smite improves attacks and damage against that target, supplies defensive protection against it and bypasses its damage reduction. Particularly dangerous evil outsiders, evil dragons and undead suffer increased first-hit damage.
Divine Grace. From level 2, add Charisma bonus to saving throws.
Lay on Hands. From level 2, heal yourself as a swift action or another creature as a standard action. Uses depend on Paladin level and Charisma. Against undead, the ability can instead deal positive-energy damage.
Mercy. Beginning at level 3 and again every three levels, choose additional conditions that Lay on Hands can remove.
Channel Positive Energy. From level 4, expend uses of Lay on Hands to channel positive energy.
Spellcasting. Begins at level 4. Charisma determines spell access, save DCs and bonus spells. Caster level equals Paladin level minus 3.
Divine Bond. At level 5 choose a divine bond, normally empowering a weapon or gaining a supernatural mount. Once selected, the form of bond normally remains fixed.
Holy Champion. At level 20 the Paladin’s protective and smiting powers reach their pinnacle.
Paladin — D&D 3.5e Rules
Alignment: Lawful Good
Hit Die: d10
Skill points: (2 + Intelligence modifier) × 4 at 1st level; 2 + Intelligence modifier thereafter.
| Level | BAB | Fort | Ref | Will | Features | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +1 | +2 | +0 | +0 | Aura of Good, Detect Evil, Smite Evil 1/day | — | — | — | — |
| 2 | +2 | +3 | +0 | +0 | Divine Grace, Lay on Hands | — | — | — | — |
| 3 | +3 | +3 | +1 | +1 | Aura of Courage, Divine Health | — | — | — | — |
| 4 | +4 | +4 | +1 | +1 | Turn Undead | 0 | — | — | — |
| 5 | +5 | +4 | +1 | +1 | Smite Evil 2/day, Special Mount | 0 | — | — | — |
| 6 | +6/+1 | +5 | +2 | +2 | Remove Disease 1/week | 1 | — | — | — |
| 7 | +7/+2 | +5 | +2 | +2 | — | 1 | — | — | — |
| 8 | +8/+3 | +6 | +2 | +2 | — | 1 | 0 | — | — |
| 9 | +9/+4 | +6 | +3 | +3 | Remove Disease 2/week | 1 | 0 | — | — |
| 10 | +10/+5 | +7 | +3 | +3 | Smite Evil 3/day | 1 | 1 | — | — |
| 11 | +11/+6/+1 | +7 | +3 | +3 | — | 1 | 1 | 0 | — |
| 12 | +12/+7/+2 | +8 | +4 | +4 | Remove Disease 3/week | 1 | 1 | 1 | — |
| 13 | +13/+8/+3 | +8 | +4 | +4 | — | 1 | 1 | 1 | — |
| 14 | +14/+9/+4 | +9 | +4 | +4 | — | 2 | 1 | 1 | 0 |
| 15 | +15/+10/+5 | +9 | +5 | +5 | Remove Disease 4/week, Smite Evil 4/day | 2 | 1 | 1 | 1 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | — | 2 | 2 | 1 | 1 |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | — | 2 | 2 | 2 | 1 |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Remove Disease 5/week | 3 | 2 | 2 | 1 |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | — | 3 | 3 | 3 | 2 |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Smite Evil 5/day | 3 | 3 | 3 | 3 |
Core 3.5e Features
Detect Evil. Usable at will as the spell.
Smite Evil. Add Charisma to the attack roll and Paladin level to damage for the smiting attack. Uses increase at levels 5, 10, 15 and 20.
Divine Grace. Add Charisma bonus to saving throws from level 2.
Lay on Hands. Heal a daily total equal to Paladin level × Charisma bonus, or use the energy offensively against undead.
Aura of Courage. The Paladin becomes immune to fear and nearby allies receive a morale bonus against fear.
Turn Undead. Gained at level 4, functioning as a Cleric three levels lower.
Spellcasting. Begins at level 4. Wisdom determines spell access, saving-throw DCs and bonus spells. Caster level is one-half Paladin level.
Special Mount. Beginning at level 5, a supernatural mount serves the Paladin and improves as the Paladin advances.
Remove Disease. Gained at level 6, with additional weekly uses every three Paladin levels thereafter.
Code of Conduct. The base class requires Lawful Good alignment and imposes specific standards of conduct. Deliberate serious violations can cause loss of supernatural class abilities until proper atonement.
Paladins in the World of 1454
In 1454, a Paladin is not automatically a member of a temple, knightly order or noble household. Those institutions may train Paladins, sponsor them, fear them or try to control them, but the supernatural bond belongs to the oath itself.
A knight may kneel before an altar and swear to defend a city. A dwarf may place one hand on an ancestral hammer and promise that no enslaver will ever again cross the gate of a particular hold. A halfling road-warden may swear to bring every child in a refugee column safely through a winter pass. An elf may bind their life to a forest that has survived since before written history. A soldier may make the vow while lying among the dead, promising never again to abandon those placed in their care.
If the promise is heard—and if the oath-taker has the will to bear it—the world answers.
Where Does a Paladin’s Power Come From?
There is no single answer. Some Paladins serve gods openly. Some are chosen by angels or other celestial beings. Some draw power through an ancient order whose members have repeated the same oath for centuries. Others seem to derive power from the metaphysical force of the vow itself.
Scholars argue about the distinction. A university natural philosopher may describe the Paladin’s oath as a repeatable interaction between will, language, moral intent and the Outer Planes. A temple scholar may call exactly the same event divine favour. Both explanations can be correct enough to produce magic.
The Oath Comes Before the Institution
This matters in the Empire, where jurisdictions overlap constantly. A Paladin may owe feudal service to one lord, hold citizenship in a Free Imperial City, possess privileges granted by another prince and serve an oath whose demands contradict all three.
The class therefore creates difficult adventures rather than simple obedience. Law and justice are not always the same thing. A lawful ruler may issue an unlawful command. A city council may protect its citizens while exploiting outsiders. A respected order may have become corrupt. A Paladin must decide what the oath actually requires when obedience would betray the reason the oath was sworn.
Paladins and War
A Paladin is formidable on a battlefield but too rare to replace ordinary soldiers. Most armies use them as champions, bodyguards, monster-hunters, standard-bearers or commanders of small elite companies.
Plate armour is entirely at home in 1454. The richest Paladins may wear fitted harness produced by specialist armourers, while poorer champions rely on brigandine, mail, partial plate and captured pieces assembled over years of campaigning.
Firearms do not invalidate the Paladin. Handguns and artillery make battlefields more dangerous, but a supernatural champion able to heal wounds, resist terror and keep allies fighting remains exceptionally valuable.
Who Becomes a Paladin?
Humans produce the largest number simply because human realms dominate much of the political landscape.
Dwarven Paladins often arise from holds, mining settlements, guild enclaves and itinerant communities. Some swear against slavery, giant domination or the destruction of a particular community.
Elven Paladins are uncommon but can be terrifyingly persistent. In Britain and Scandinavia, an oath may bind an elf to a grove, bloodline, relic or grievance for centuries.
Halfling Paladins rarely resemble courtly heavy cavalry. Road guardians, community defenders, caravan champions and protectors of isolated settlements are more common.
Gnome Paladins may combine oath-magic with extraordinary craft traditions. In North America, where exiled gnome gunsmiths have accelerated weapon development far beyond historical expectations, a Paladin may carry weapons unfamiliar even to European soldiers.
Catfolk Paladins of Kemet tend toward infantry traditions rather than conventional knightly cavalry. Spear, khopesh, mace and bow are as legitimate for a sacred champion as the European longsword.
An orc, hobgoblin or other traditionally hostile creature can possess the capacity for an oath, but society matters. An individual who openly rejects the cruelty expected by an oppressive culture may find that becoming a Paladin creates enemies long before it creates allies.
Enemies Worth Swearing Against
Some Paladins take broad vows—protect the innocent, resist tyranny, destroy the undead. Others become defined by one enemy.
The expanding undead power of Vlad in Wallachia can create orders dedicated to containing vampirism. The Ninefold Dominion produces veterans who have sworn never again to surrender a fortified city. The evil Hell Knights of the Teutonic States make a powerful enemy precisely because they wear the outward shape of disciplined knighthood while serving something darker.
A Paladin can also oppose a creature rather than a nation: a dragon demanding generations of tribute, a demon cult hidden inside a princely court, a necromancer repeatedly raising the same battlefield dead, or an immortal monster whose depredations have become accepted as the price of peace.
Real-World Inspirations
The Paladin does not belong to one historical culture. The class draws more broadly from court champions, warrior aristocracies, oath-bound retainers, sacred kingship, heroic warbands and elite guardians found across history and legend.
These inspirations are not claims that historical warriors possessed Paladin powers. They are ways to build characters whose equipment, obligations and fighting traditions feel rooted in a particular place rather than in generic fantasy.
Human Paladin Traditions Across the World
1. Frankish Court Paladin — The Twelve Peers Tradition
- Inspiration
- The legendary champions attached to the court of Charlemagne.
- Region
- Frankish lands of western and central Europe.
- Historical armour
- Mail hauberk, helmet, shield and heavy cloak rather than later full plate.
- Weapons
- Spear or lance, sword and shield.
- Equipment
- Warhorse, court badge, oath-ring, travelling cloak and lord’s standard.
- Likely oath
- Service, honour, protection of dependants and defence of lawful authority.
- Sacred power
- An ancestral patron, angelic protector, local god of justice or the oath to the court itself.
- In 1454
- A modern Paladin inspired by this tradition may deliberately imitate the heroic Twelve Peers while wearing contemporary fifteenth-century plate.
2. Rajput Kshatriya Defender
- Inspiration
- Kshatriya and Rajput warrior traditions of the Indian subcontinent.
- Region
- Northern and western India.
- Armour
- Mail-and-plate, quilted protection, arm guards and a fitted helmet appropriate to a wealthy warrior.
- Weapons
- Talwar, spear or lance, bow and dhal shield.
- Equipment
- Fine horse gear, ceremonial sash, family standard and protective amulets.
- Likely oath
- Heroic excellence, defence of household and realm, courage under impossible odds.
- Sacred power
- Vishnu, Rama, Devi, ancestral protectors or another regional divine patron.
- In 1454
- Often a mounted noble champion, fortress defender or sworn protector of a ruler and their people.
3. Norse Einherjar — Odin’s Chosen
- Inspiration
- The mythic warriors gathered by Odin and the older Scandinavian ideal of the oath-bound warband.
- Region
- Scandinavia and northern Atlantic communities.
- Armour
- Mail, reinforced leather or later regional armour depending on the individual.
- Weapons
- Spear, axe, sword and round or heater shield.
- Equipment
- Runic tokens, drinking horn, oath-ring and trophies from worthy foes.
- Likely oath
- Courage, keeping sworn word, meeting monstrous threats without retreat.
- Sacred power
- Odin, Tyr, Thor, ancestral dead or a Valkyrie patron.
- In 1454
- A living champion may believe that every worthy battle is preparation for wars beyond mortal life.
4. Great Zimbabwe and Mutapa Shield-Champion
- Inspiration
- Southern African warrior elites and the great stone-building cultures of Zimbabwe and the rising Mutapa state.
- Region
- Southern Africa between the Zambezi and the highveld trade routes.
- Armour
- Hide protection, layered cloth and protective charms suited to heat and long marches.
- Weapons
- Spears, throwing spears, club and hide shield.
- Equipment
- Trade beads, cattle-hide gear, ancestral tokens and a ruler’s badge of authority.
- Likely oath
- Guard the community, defend cattle and trade roads, honour the ancestors and protect sacred ground.
- Sacred power
- Mwari, ancestral spirits and regional sacred powers.
- In 1454
- A Paladin might guard gold routes, royal enclosures or settlements threatened by monsters beyond the cultivated lands.
5. Mexica Eagle Warrior Champion
- Inspiration
- The elite Eagle Warrior tradition of the Mexica.
- Region
- Central Mexico and the expanding Mexica sphere.
- Armour
- Quilted cotton armour and elite warrior regalia rather than metal plate.
- Weapons
- Macuahuitl, spear, shield and atlatl.
- Equipment
- Featherwork, obsidian blades, incense, decorated shield and campaign provisions.
- Likely oath
- Defend the city, defeat monstrous enemies, avenge desecration or uphold a sacred military society.
- Sacred power
- Huitzilopochtli or another Mexica divine patron.
- In 1454
- The character may be an elite urban warrior whose supernatural oath marks them even among already prestigious military orders.
6. Roman Cataphract Champion
- Inspiration
- The heavy cavalry traditions of the eastern Roman world.
- Region
- The Balkans, Aegean and surviving Roman communities displaced by the seizure of Constantinople.
- Armour
- Mail, lamellar, brigandine or mixed heavy armour; wealthy survivors may adopt newer plate elements.
- Weapons
- Long cavalry spear, sword, mace and composite bow.
- Equipment
- Scale or textile horse protection, silk standard, imperial seals and family relics.
- Likely oath
- Preserve civilisation, recover the lost city, defend refugees and maintain law through catastrophe.
- Sacred power
- Solar powers, civic spirits, angels without mortal religious titles, ancestral guardians or the oath to the lost city itself.
- In 1454
- Many are exiles, mercenary captains or dispossessed nobles who refuse to accept Constantinople’s conquest as permanent.
7. Persian Immortal Tradition
- Inspiration
- The ancient Achaemenid Immortals reimagined as an enduring heroic model for later Persian champions.
- Region
- Persia and the Iranian plateau.
- Armour
- Mail, scale, lamellar or brigandine influenced by Persian and Central Asian warfare.
- Weapons
- Spear, composite bow, sword and mace.
- Equipment
- Ornate quiver, decorated belt, incense, standard and fire-temple token where appropriate.
- Likely oath
- Truth against corruption, protection of civilisation and defence of travellers and settlements.
- Sacred power
- Ahura Mazda, sacred fire or another Persian divine or ancestral tradition.
- In 1454
- A Paladin may consciously model themselves on the ancient Immortals while serving a completely different fifteenth-century state.
8. Tengerite Steppe Champion
- Inspiration
- Mongol and Central Asian mounted-warrior traditions shaped by the Eternal Blue Sky.
- Region
- Mongolia, the Eurasian steppe and Central Asia.
- Armour
- Lamellar, mail, leather and fur suited to mounted campaigning.
- Weapons
- Composite bow, lance, sabre and lasso.
- Equipment
- Remounts, horsehair standard, travel gear and sky-spirit talismans.
- Likely oath
- Guard the open sky, protect the clan, destroy unnatural things that trespass from other worlds.
- Sacred power
- Tengri, ancestral spirits and powers of the sky and land.
- In 1454
- A Paladin of the steppe may cover distances impossible for a European knight and judge worth by endurance rather than castles or titles.
9. Fianna Oath-Warrior
- Inspiration
- The legendary Irish Fianna: hunters, warriors, poets and defenders existing between court and wilderness.
- Region
- Ireland and the western British Isles.
- Armour
- Mail or practical layered clothing; later brigandine where locally available. No tartan uniform or later Highland claymore is required.
- Weapons
- Spear, sword, bow or sling.
- Equipment
- Hunting horn, cloak, ogham-marked tokens, hound gear and woodland survival equipment.
- Likely oath
- Protect wild places, defend hospitality, answer challenges and stand between settlement and supernatural danger.
- Sacred power
- The Dagda, Brigid, local land powers or the ancestral oath of the warband.
- In 1454
- These Paladins are often trackers and monster-hunters rather than armoured cavalry.
10. Desert Faris — Knight of the Open Road
- Inspiration
- Arabian and North African traditions of mounted warfare, hospitality, tribal obligation and personal honour.
- Region
- Arabian deserts, Levantine frontiers and North African caravan routes.
- Armour
- Mail or light lamellar worn with protective desert clothing.
- Weapons
- Lance, sword and composite bow.
- Equipment
- Water skins, decorated saddle, navigation tools, tribal tokens and spare tack.
- Likely oath
- Protect guests, defend wells and caravans, repay blood-debts justly and give sanctuary when honour demands it.
- Sacred power
- Desert gods, ancestral spirits, star powers, wind spirits or the oath of hospitality itself.
- In 1454
- A Faris Paladin may be far more concerned with water, kinship and safe passage than with castles or courtly ceremony.
Non-Human Paladins
The oath is not a human monopoly. Different peoples produce Paladins for different reasons, and their champions should not simply be human knights with different faces.
1. Dwarf Paladin — Keeper of the Hold
- Where found
- Scattered holds, mines, guild quarters, fortified enclaves and itinerant dwarven communities.
- Armour
- Dense mail, brigandine, plate components and exceptional helmets built for close fighting underground.
- Weapons
- War hammer, axe, pick, crossbow and heavy shield.
- Equipment
- Lantern, guild seal, mining tools, oath-stone and repair kit.
- Likely oath
- Never surrender another hold to giants, protect a guild road, break chains of slavery or preserve a clan’s scattered survivors.
- Sacred power
- Forge gods, ancestral guardians, mountain spirits or the memory of an ancient wrong.
- Distinctive play
- Dwarven Paladins tend to think in generations. A promise made by a grandparent can still be unfinished business.
2. Elf Paladin — Warden of the Old Green
- Where found
- Britain, Scandinavia and ancient forests where elven communities survive beside human realms.
- Armour
- Fine mail, brigandine, leather and carefully worked woodland camouflage.
- Weapons
- Longbow, spear, sword and light shield.
- Equipment
- Herbal kit, old map, carved woodland token and arrows made for supernatural prey.
- Likely oath
- Guard a forest boundary, destroy a specific ancient monster or protect an elven bloodline through centuries of danger.
- Sacred power
- Freyr, old woodland gods, fey powers or the forest itself.
- Distinctive play
- An elven Paladin may remember the beginning of a conflict everyone else treats as ancient history.
3. Halfling Paladin — Guardian of Hearth, Road and Field
- Where found
- Fertile rural districts, caravan routes, market settlements and western diaspora communities.
- Armour
- Light mail, padded armour, compact brigandine and practical travelling clothing.
- Weapons
- Short sword, spear, sling and small shield.
- Equipment
- Seed satchel, cooking kit, pruning knife, medicinal herbs and family tokens.
- Likely oath
- Protect children and households, defend refugees, keep roads safe or ensure that no halfling household is returned to hereditary bondage.
- Sacred power
- Household spirits, agricultural powers, river gods, ancestors or the collective memory of the diaspora.
- Distinctive play
- Many halfling Paladins are as skilled at restoring orchards, gardens and communities as they are at fighting monsters.
4. Gnome Paladin — Oathsmith and Gunsmith
- Where found
- Central European workshops, Alpine enclaves, travelling artisan families and increasingly the North American frontier.
- Armour
- Compact brigandine, reinforced leather, mail and experimental protective pieces made in their own workshops.
- Weapons
- War pick, spear, hand axe, handgonne or advanced compact firearm where local technology permits.
- Equipment
- Precision tools, powder flask, lenses, measuring instruments and a personalised repair kit.
- Likely oath
- Make knowledge serve ordinary people, protect an exile community or never allow a dangerous invention to fall into tyrannical hands.
- Sacred power
- Earth spirits, craft gods, ancestral inventors or the oath embodied in a masterwork object.
- Distinctive play
- A gnome Paladin may bless a weapon in the same workshop where they forged, calibrated and repaired it.
5. Catfolk Paladin of Kemet
- Where found
- Kemet and territories influenced by its long-established Catfolk ruling culture.
- Armour
- Scale, linen armour, mail elements and decorated shields adapted to heat.
- Weapons
- Khopesh, spear, mace and bow.
- Equipment
- Temple token, river map, sunshade, medicinal kit and household or military insignia.
- Likely oath
- Protect the Nile, defend a city, uphold a royal law, hunt tomb-defilers or prevent supernatural corruption from entering cultivated land.
- Sacred power
- The gods of Kemet, royal ancestors or an oath to the river and its people.
- Distinctive play
- Catfolk Paladins are usually infantry champions. Heavy cavalry is not the default expression of the class in Kemet.
6. Orc Paladin — Oathbreaker of the Great Muster
- Where found
- Usually outside the four major orc successor powers, among exiles, rebels and communities fleeing their rule.
- Armour
- Heavy hide, mail, lamellar and scavenged plate rebuilt for orc proportions.
- Weapons
- Axe, spear, great club, heavy shield and powerful bows.
- Equipment
- Broken slave-collar, clan token, field repair gear and trophies deliberately stripped of old allegiance.
- Likely oath
- Destroy slave markets, protect the weak from orc warlords, free captives or prove that blood does not dictate allegiance.
- Sacred power
- An ancestral spirit rejected by the ruling cults, a foreign god, celestial patron or the oath itself.
- Distinctive play
- An orc Paladin has not merely chosen a profession. They may have declared war on the civilisation that raised them.
7. Hobgoblin Paladin — Exile of the Cohorts
- Where found
- Borderlands, mercenary camps and exile communities beyond direct Ninefold Dominion control.
- Armour
- Disciplined lamellar, mail and carefully maintained plate components.
- Weapons
- Spear, sword, composite bow, shield and military sidearm.
- Equipment
- Campaign ledger, engineering tools, signal flags and a defaced cohort badge.
- Likely oath
- Protect civilians from siege warfare, prevent conquest from becoming extermination or redeem military discipline from cruelty.
- Sacred power
- The oath to an ideal of law greater than the Dominion, ancestral spirits or a celestial patron.
- Distinctive play
- The rare hobgoblin Paladin is dangerous because they understand exactly how disciplined evil wages war.
8. Dragonborn Paladin — Heir of the Dragon Oath
- Where found
- Communities influenced by ancient draconic powers, particularly across parts of eastern and central Asia.
- Armour
- Scale, lamellar or plate designed around a powerful draconic frame.
- Weapons
- Spear, glaive, sword and heavy bow or crossbow.
- Equipment
- Clan seal, dragon-scale token, incense and ancestral genealogy.
- Likely oath
- Uphold a draconic covenant, guard a river or mountain, or oppose a tyrannical dragon that has betrayed an older compact.
- Sacred power
- Dragon gods, river dragons, celestial dragons or ancestral patrons.
- Distinctive play
- The Paladin’s breath and oath may be seen as two expressions of the same inherited supernatural force.
9. Tiefling Paladin — The Refusal
- Where found
- Almost anywhere infernal bloodlines, curses or planar contamination have entered mortal families.
- Armour
- Whatever local culture supplies; many deliberately avoid infernal ornamentation.
- Weapons
- Regional military weapons rather than a single racial tradition.
- Equipment
- Protective seals, family records, iron tokens and evidence of the infernal bargain or curse they oppose.
- Likely oath
- Break the bloodline’s infernal obligation, destroy the fiend responsible or ensure descendants are born free of the pact.
- Sacred power
- A celestial patron, mortal oath, protective deity or sheer refusal to accept inherited corruption.
- Distinctive play
- A Tiefling Paladin is living evidence that ancestry does not determine allegiance.
10. Aasimar Paladin — Celestial-Blooded Champion
- Where found
- Rarely born anywhere celestial beings have touched mortal bloodlines or intervened in history.
- Armour
- Local armour, often personalised with celestial geometry rather than human religious symbols.
- Weapons
- Usually the arms of the culture in which the Paladin was raised.
- Equipment
- Mirrored token, celestial script, family relic and evidence of a strange birth or visitation.
- Likely oath
- Protect mortals from planar exploitation, complete an unfinished celestial duty or prove worthy of power they never requested.
- Sacred power
- Angelic patrons, celestial ancestors or the oath itself.
- Distinctive play
- Celestial ancestry creates expectations, not automatic virtue. The Paladin still has to choose the oath.
11. Goliath Paladin — Keeper of the High Pass
- Where found
- Remote mountain communities, high plateaux and giant-haunted ranges.
- Armour
- Hide, mail, layered textiles and stone or metal reinforcement appropriate to mountain travel.
- Weapons
- Heavy spear, axe, maul and throwing stones.
- Equipment
- Climbing gear, rope, avalanche tools, carved ancestor stones and pack-animal equipment.
- Likely oath
- Keep a pass open, protect climbers and pilgrims, oppose predatory giants or ensure no settlement is isolated during winter.
- Sacred power
- Mountain gods, ancestral giants who rejected cruelty or the spirit of the range itself.
- Distinctive play
- For this Paladin, endurance and rescue can matter more than courtly honour.
12. Winged Bird-Folk Paladin — Garuda Tradition
- Where found
- Mountain, cliff and highland settlements inspired by Garuda and other bird-person traditions of South and Southeast Asia.
- Armour
- Light scale, leather and reinforced harnesses that leave the wings free.
- Weapons
- Javelin, spear, bow and short sword.
- Equipment
- Light pack, signal pennants, climbing line and protective feather charms.
- Likely oath
- Guard mountain approaches, hunt aerial monsters, rescue travellers or oppose serpent and dragon threats.
- Sacred power
- Garuda, sky gods, wind spirits or an ancestral winged protector.
- Distinctive play
- Flight transforms the Paladin from mounted shock warrior into aerial rescuer, scout and monster-hunter.
Playing a Paladin
The easiest way to make a memorable Paladin is to write the oath before writing the personality.
| Question | What it gives the character |
|---|---|
| What exactly did you promise? | A clear objective the GM can challenge. |
| Who heard the oath? | A patron, witness, enemy or mystery. |
| What would tempt you to break it? | A meaningful moral weakness rather than generic perfection. |
| Who suffers if you fail? | Real stakes outside the Paladin’s own honour. |
| What does your order misunderstand? | Internal conflict without making the oath meaningless. |
| What will you never do, even to win? | A boundary opponents can exploit. |
For a more cause-centred alternative, see Champion of a Cause.
Paladins Are Not Required to Be Humourless
Conviction is not the same thing as solemnity. A Paladin can laugh, drink, fall in love, complain about mud, gamble badly, sing obscene marching songs or have absolutely no patience for ceremonial nonsense. The defining quality is that when the critical moment arrives, the vow matters.
Failure Is More Interesting Than Perfection
An oath should create decisions rather than eliminate them. A Paladin who never encounters competing duties has never really had the oath tested.
Breaking an oath does not need to mean that a player has ruined the character. Depending on edition and circumstances, remorse, restitution, a quest of atonement, loss of power, a changed oath or even abandonment of the class can all become part of the campaign.
Sacred Mounts and Faithful Steeds
The Paladin’s supernatural mount is one of the oldest parts of the class archetype, but its mechanics differ sharply by edition. In 2024 play the class receives Find Steed through Faithful Steed. Pathfinder uses Divine Bond. D&D 3.5e has the classic Special Mount progression.
D&D 3.5e Special Mount Progression
| Paladin Level | Bonus HD | Natural Armour | Strength | Intelligence | Special |
|---|---|---|---|---|---|
| 5–7 | +2 | +4 | +1 | 6 | Empathic link, improved evasion, share spells, share saving throws |
| 8–10 | +4 | +6 | +2 | 7 | Improved speed |
| 11–14 | +6 | +8 | +3 | 8 | Command creatures of its kind |
| 15–20 | +8 | +10 | +4 | 9 | Spell Resistance |
Special Mount Purposes
Not every sacred mount exists primarily to carry an armoured warrior into battle. The following alternatives preserve the older expanded Paladin material while keeping it separate from the core 3.5e class rules.
Traveller
A Traveller exists to carry its Paladin toward distant need rather than to dominate a battlefield.
| Paladin Level | Bonus HD | Natural Armour | Strength | Intelligence | Special |
|---|---|---|---|---|---|
| 5–7 | +2 | +2 | +0 | +2 | Endurance, share spells, share saving throws |
| 8–10 | +4 | +4 | +1 | +3 | Wanderer Sense |
| 11–14 | +6 | +6 | +1 | +4 | Serendipity |
| 15–20 | +8 | +8 | +2 | +5 | Seven League March |
Endurance. The mount gains a +4 bonus on checks involving prolonged physical exertion.
Wanderer Sense. The mount gains a +10 inherent bonus on checks associated with finding its way, including Intuit Direction and Wilderness Lore.
Serendipity. During each day of overland travel there is a 2% chance per Paladin level that the mount’s course brings the pair across someone or something needing their help before the planned destination is reached.
Seven League March. Once per week the mount can cover seven times its normal overland distance for as much as eight hours. Ending the effect early does not allow the remaining extraordinary movement to be saved for later in the same week.
Overseer
An Overseer is as much guardian of the Paladin’s conduct as it is servant or steed.
| Paladin Level | Bonus HD | Natural Armour | Strength | Intelligence | Special |
|---|---|---|---|---|---|
| 5–7 | +1 | +2 | +0 | +6 | Improved evasion, share spells, Commune |
| 8–10 | +2 | +4 | +1 | +7 | Hold |
| 11–14 | +4 | +6 | +2 | +8 | Reinforcements I |
| 15–20 | +6 | +8 | +3 | +9 | Reinforcements II |
Commune. Once per day the mount can seek supernatural guidance. It may ask on the Paladin’s behalf, though any cost attached to the Paladin’s own request remains the Paladin’s responsibility.
Hold. The mount can focus a restraint resembling Hold Person upon its own Paladin as though cast by an 8th-level Cleric. A failed Will save prevents the Paladin from voluntarily dismounting, although the rider can still otherwise act and can still be knocked from the saddle. The mount may release the restraint.
Reinforcements I. Once per week the mount can call celestial assistance using an effect comparable to Summon Monster V.
Reinforcements II. At the highest tier, the mount can instead call upon an effect comparable to Lesser Planar Ally. The mount may use one of its reinforcement abilities during that week, not both.
Mentor
A Mentor is a supernatural instructor whose function is to educate and strengthen the Paladin.
| Paladin Level | Bonus HD | Natural Armour | Strength | Intelligence | Special |
|---|---|---|---|---|---|
| 5–7 | +2 | +2 | +0 | +9 | Spellcasting, share spells, share saving throws |
| 8–10 | +4 | +4 | +1 | +10 | Gift of Learning |
| 11–14 | +6 | +6 | +1 | +11 | Superior Instruction |
| 15–20 | +8 | +8 | +2 | +12 | Spell Resistance |
Spellcasting. While mounted, the Paladin gains one additional spell slot at a spell level for which the normal Paladin spells-per-day table currently shows 0.
Gift of Learning. Choose a number of Knowledge skills equal to the Paladin’s Wisdom modifier. Those skills become class skills for the Paladin.
Superior Instruction. From the 11–14 tier onward, the Paladin receives 2 additional skill points whenever gaining a new Paladin level.
Spell Resistance. At the highest tier the Mentor gains the appropriate Spell Resistance.
If the creature chosen as a Mentor already possesses Intelligence above 10 before becoming a sacred mount, use the adjustment appropriate to a Counsel instead of reducing its intellect.
Counsel
A Counsel exists to recognise moral danger, manipulation and impending breach of oath.
| Paladin Level | Bonus HD | Natural Armour | Strength | Intelligence | Special |
|---|---|---|---|---|---|
| 5–7 | +2 | +1 | +5 | +1 | Improved empathic link, share spells, share saving throws |
| 8–10 | +3 | +2 | +6 | +2 | Moral Warning |
| 11–14 | +4 | +4 | +7 | +3 | Spell Resistance |
| 15–20 | +5 | +6 | +8 | +4 | Share Spell Resistance, Atonement |
Improved Empathic Link. Paladin and mount can communicate telepathically over a range of up to 1 mile per Paladin level.
Moral Warning. The mount warns its rider before an action that would make the character an ex-Paladin or knowingly break a sacred vow or oath. When another creature is manipulating the Paladin into such conduct, the Paladin gains a +4 synergy bonus on an appropriate skill check made to recognise or resist the manipulation. If the manipulation is magical, the Paladin instead gains a +2 inherent bonus on the relevant Will save.
Share Spell Resistance. While riding the Counsel, the Paladin can benefit from the mount’s Spell Resistance.
Atonement. A Counsel can remain beside a fallen Paladin when another sacred mount might depart and can provide the means by which that Paladin begins atonement.
Mounts Beyond the Warhorse
A supernatural mount should suit the character and region. A halfling may ride a pony or large hound. A northern elf might be accompanied by an uncanny stag. A dwarf could receive a sure-footed mountain beast. A maritime Paladin might bond with an aquatic creature. A Paladin whose culture has little cavalry may receive a companion that acts primarily as guardian, scout or spirit guide rather than battlefield transport.
Unusual sacred mounts can also include magical beasts, fey creatures, constructs, dragons or outsiders when the campaign and character justify such a bond. A creature that is called rather than permanently present can still be subject to effects such as Dismissal where appropriate to its creature type and origin.
Optional Mounted Combat for Sacred Mounts
These rules assume an intelligent or empathically linked sacred mount. They supplement the standard Mounted Combat feat and Ride skill rather than replacing them.
Modified Ride Tasks
| Task | Ride DC |
|---|---|
| Control sacred mount in battle | No check |
| Fight while sacred mount attacks | No check |
| Guide with knees / empathic direction | No check |
| Stay in saddle | 5 |
| Leap | 10 |
| Take cover | 10 |
| Soft fall | 10 |
An intelligent sacred mount does not require a check simply to remain controlled in combat. The rider can give ordinary combat direction freely, while an empathic or telepathic bond removes the need to steer with the knees.
For staying mounted, taking cover, leaping or falling safely, rider and mount act as a trained pair. A character with at least 5 ranks in Handle Animal gains the normal +2 synergy bonus on Ride checks. If the GM allows the empathic link to aid the manoeuvre, an additional synergy bonus equal to the Paladin’s Charisma modifier can apply.
Mounted Manoeuvres
Boarding Leap
Prerequisite: Mounted Combat.
Ride DC: 20; an empathic mount grants +5 on the check.
Actions: rider uses a move-equivalent action; mount spends a full-round action.
The Paladin leaps onto a moving mount, wagon, vessel or similar moving platform. The mount normally double-moves or runs to match the target. If another rider or handler is controlling the target, resolve an opposed Ride, Handle Animal or equivalent check. On success the Paladin lands aboard. A DC 15 Balance check lets the rider retain the remainder of their action; failure leaves the character prone or otherwise badly positioned.
Strong Leap
Prerequisites: Mounted Combat, Ride-By Attack.
Ride DC: 20; empathic mount +5.
Actions: rider free action; mount special movement.
The mount makes a forceful 10-foot leap during movement. For attacks of opportunity, treat that leap as the equivalent of a 5-foot step. A successful Ride check lets the Paladin remain balanced and ready; unusual obstacles can require an additional Jump or Ride check set by the GM.
Follow-Up Attack
Prerequisite: Mounted Combat.
Ride DC: 15 with an empathic mount.
Actions: rider attacks normally; mount uses a full-round action.
The mount strikes first with its hooves or equivalent primary impact attack. If it hits, the Paladin gains a +2 synergy bonus on attacks against the same target, plus a further +1 for fighting from the mount. If every attack in the combined sequence hits, the target must succeed on a Fortitude save with DC 10 + total damage dealt or be knocked prone.
Knockdown
Prerequisites: Mounted Combat, Trample.
Ride check: none beyond the manoeuvre’s opposed resolution.
Actions: rider uses a move-equivalent action; mount uses a full-round action.
During a charge the mount attempts to trip rather than overrun. The attack uses whichever is best: the mount’s base attack bonus, the rider’s base attack bonus or the rider’s Ride modifier, then adds +2 for the charge and +2 from Trample. The opposed trip resolution uses the Paladin’s Ride check against the target’s Strength- or Dexterity-based resistance. Success knocks the target prone and allows the rider to attack with an appropriate reach weapon.
Leaping Tackle
Prerequisites: Mounted Combat, Ride-By Attack.
Ride DC: 15 with an empathic mount.
Actions: rider standard action; mount full-round action.
The rider launches from the saddle during a charge to trip and immediately grapple the target. The initial attack receives the normal +2 charge bonus. A failed Ride check causes the Paladin to fall and suffer 1d6 damage; a Reflex DC 15 check may be used where appropriate to mitigate the fall.
On a successful impact the rider suffers 1d4 damage but gains +4 Strength for the trip attempt. If the trip succeeds, the grapple begins immediately and the normal advantage for grappling a prone opponent applies.
Pin Down
Prerequisite: Mounted Combat.
Actions: rider standard action; mount special action.
Against an adjacent prone target, the Paladin makes a touch attack or uses the mount’s Ride-assisted position to pin a limb beneath hoof, paw or equivalent weight. The victim counts as pinned while the hold remains. Attempts to wrench free can automatically inflict the mount’s appropriate damage. Resolve attempts to maintain the pin with an opposed Strength check, adding the rider’s base attack bonus where appropriate.
Pounding
Prerequisites: Mounted Combat, Trample.
Empathic bonus: +2 on the relevant Ride check.
Actions: rider and mount commit their full actions.
Against an adjacent prone foe the mount gains a +2 synergy bonus on its attacks. The result of the Paladin’s Ride check becomes the DC for the victim’s Reflex save or appropriate Escape Artist/Tumble attempt to get clear. For every round the target remains trapped beneath the assault, it suffers normal damage plus 1d4 temporary Strength, Dexterity or Constitution damage, chosen by the rider.
Rearing Attack
Prerequisite: Mounted Combat.
Ride DC: 18 with an empathic mount.
Actions: rider standard action; mount standard action.
The mount rears or shifts its body to create an opening rather than making its own attack. On a successful check the Paladin receives +2 on the next attack made against the chosen opponent.
Skewer
Prerequisites: Mounted Combat, Ride-By Attack, Spirited Charge.
Ride DC: 20; empathic mount +5.
Actions: rider standard action; mount full-round action.
During a mounted charge the Paladin may take –2 on the attack roll to drive a lance deeply into the target and leave it embedded. Resolve the initial charge damage one step below the normal Spirited Charge multiplier. While the weapon remains lodged, it inflicts 1d6 automatic damage each round and imposes a –2 penalty on the victim’s actions involving that wounded area. A Strength DC 15 check pulls the lance free, but the removal itself inflicts severe additional damage determined by the original hit and charge multiplier.
Snatch
Prerequisites: Mounted Combat, Ride-By Attack.
Ride DC: 10 with an empathic mount.
Actions: rider standard action; mount move-equivalent or full action.
While riding past a creature of the rider’s size or one category smaller, make a touch attack to seize the creature and pull it into the saddle. A prepared willing target grants +2 synergy on the touch attack; an unaware target that does not resist is simply grabbed on a successful touch.
A resisting target makes the normal opposed grapple check. Success lifts the victim into a pinned position behind or across the rider. A second successful grapple can secure the creature face-down, imposing an additional –2 on escape attempts.
| Mount Movement when Creature Falls or Escapes | Nonlethal Damage |
|---|---|
| Normal speed, move-equivalent movement | 1d6 |
| Normal speed, double move | 1d6 |
| Running speed, move-equivalent movement | 2d6 |
| Running speed, double move | 3d6 |
Unseat Rider
Prerequisites: Mounted Combat, Ride-By Attack.
Empathic bonus: +2 on the relevant Ride check.
Actions: rider standard action; mount full-round action.
The Paladin charges another mounted opponent and makes a touch attack at –4 against the rider rather than the mount. On a hit, determine the attack’s virtual damage. The defender must make a Ride check against DC 10 + that damage. A lance counts double its virtual damage before setting the DC. Failure throws the enemy from the saddle and inflicts 1d6 nonlethal damage; success keeps the defender mounted.
Optional Expanded Detect Evil
A Paladin who trains extensively with Detect Evil can learn specialised applications. Each technique below has an experience-point training cost. Once learned, the technique remains available whenever the Paladin uses Detect Evil.
Activating a specialised technique normally requires its listed check as part of using Detect Evil. Failure means the specialised effect does not activate that round, and the DC rises by +1 for the next attempt. The Paladin may always fall back on the ordinary spell-like ability.
| Technique | XP Cost | Check |
|---|---|---|
| Active Sense | 400 XP | Concentration DC 20 |
| Discern Lies | 300 XP | Opposed Sense Motive |
| Enlarge | 250 XP | Concentration DC 16 |
| Fight Invisible Evil Opponent | 450 XP | Wisdom DC 15 |
| Maintain | 400 XP | Concentration DC 15+ |
| Pinpoint Location | 250 XP | Search DC 16 |
| Skip to a Stage | 150 XP | Concentration varies |
| Tracking | 300 XP | Concentration varies |
Active Sense
Before sleeping, the Paladin makes Concentration DC 20 and activates Detect Evil. During sleep, an evil presence entering the normal 60-foot range may wake the Paladin. Make a Will save with a base DC of 15, adjusted downward for exceptionally powerful evil. Success wakes the Paladin immediately with the knowledge that an evil presence has approached. The effect ends when the Paladin wakes.
Discern Lies
This technique treats deliberate deception as a faint moral disturbance rather than proof of alignment. Make a Sense Motive check opposed by the speaker’s Bluff check, gaining an insight bonus of +2 plus the Paladin’s Charisma modifier. It complements rather than replaces Discern Lies.
Enlarge
On a successful Concentration DC 16 check, Detect Evil reaches 120 feet rather than 60 feet for that use.
Fight Invisible Evil Opponent
Each round, a Wisdom DC 15 check allows the Paladin to send out a brief directional pulse. If an evil invisible creature is within the sense’s area, reduce the Paladin’s normal melee miss chance against that creature by 20 percentage points and allow the Paladin to retain Dexterity bonus to AC against it.
Producing the pulse is a move-equivalent action. The Paladin can therefore still make an attack during the round but cannot use a full-round attack sequence.
Maintain
The Paladin can hold Detect Evil at a chosen stage rather than beginning again from the first round each time. Each round requires a free-action Concentration check:
| Detection Stage | Concentration DC |
|---|---|
| First-stage information | 15 |
| Second-stage information | 16 |
| Third-stage information | 18 |
Failure ends the maintained state. While maintaining it, the Paladin cannot use another spell, spell-like ability or spell-trigger item.
If this technique is being used to locate an invisible evil creature through the third-stage effect, it supplies only an approximate location. It does not by itself negate the creature’s other benefits from invisibility.
Pinpoint Location
After concentrating for at least three rounds, a Search DC 16 check can locate an evil aura within normal detection range even when it is not in direct line of sight. Pinpointing the aura is a standard action.
Skip to a Stage
Instead of waiting for the normal progression, the Paladin may attempt Concentration DC 17 to jump directly to the second-stage information or DC 19 to jump directly to the third-stage information.
Tracking a Lingering Aura
A lingering evil aura can be followed over distance. Make a Concentration check for each mile travelled. The required DC depends on aura strength:
| Aura Strength | Concentration DC |
|---|---|
| Dim | 30 |
| Faint | 25 |
| Moderate | 20 |
| Strong | 15 |
| Overwhelming | 10 |
If the Paladin is travelling faster than the quarry, each successful check grants a cumulative +1 competence bonus on the next tracking check. A failed check sends the tracker in the wrong direction. A later successful check reveals that the aura has been lost, forcing the Paladin to backtrack; accumulated bonuses are lost. The Paladin may hustle while following the aura.
Optional Power of Faith
This subsystem converts existing Paladin resources into Faith Points. Faith Points can then fuel divine interventions and combat prayers. Conversion is a free action made at the same time the source ability would otherwise be used.
| Paladin Resource | Faith Points |
|---|---|
| Lay on Hands | 1 Faith Point per healing point converted |
| Turn Undead attempt | 3 Faith Points |
| Smite Evil use | 9 Faith Points |
| Remove Disease use | 10 Faith Points |
The Paladin does not have to convert the entire Lay on Hands pool at once. Multiple uses of the same source ability can be converted together, but only one type of source ability can be converted in the same turn. For example, a Paladin cannot combine Turn Undead and Lay on Hands conversions during one turn.
If a conversion produces more Faith Points than the immediate effect costs, the unused points remain available.
Divine Intervention Dice
| Intervention Die | Faith Point Cost |
|---|---|
| 1d4 | 3 |
| 1d6 | 4 |
| 1d8 | 6 |
| 1d10 | 8 |
Intervention Dice Available per Session
| Character Level | Maximum Intervention Dice |
|---|---|
| 1–5 | 1 |
| 6–10 | 2 |
| 11–15 | 3 |
| 16–20 | 4 |
Sacred Bonus
Roll the purchased intervention die and add it as a sacred bonus to a skill check, ability check, caster-level check, turning check, saving throw, attack roll or damage roll. The Paladin may normally decide to invoke the die before or after seeing the original roll.
Divine Hindrance
With GM approval, roll an intervention die and subtract the result from a roll made against the Paladin or the Paladin’s cause. The intervention die cannot be larger than the die being opposed.
Temporary Vitality
Gain temporary Hit Points equal to the intervention die result plus the Paladin’s Charisma modifier. They last for 1 round per Paladin level.
Divine Protection
Roll the intervention die and add the result to AC for 1 round. If more than one die is available, only the best result applies.
Divine Guidance
An intervention die can improve a critical threat. Add the die result to the attack roll. If the intervention result is at least as large as the weapon’s critical-threat range, reroll to confirm the critical. Using an intervention die this way costs as though the die were one size larger than normal. If the Paladin has another intervention die available, that second die can be applied to the confirmation roll.
Combat Prayers
Activating a combat prayer is normally a move-equivalent action. Unless stated otherwise, the effect lasts for 1 round per caster level, using one-half Paladin level as caster level. A Paladin can sustain a maximum number of combat prayers equal to Wisdom modifier.
| Prayer | Faith Point Cost | Effect |
|---|---|---|
| Begone Whence You Came | 6 | +1d6 turning damage. Each additional 6 Faith Points adds another +1d6, to a maximum of +3d6. |
| Bless My Blade | 4 | +1 sacred damage with melee attacks. |
| Cleanse This Body | 10 | An ally receives a new saving throw against a negative-energy effect currently affecting them. |
| Deliver Me from Treachery | 8 | The Paladin is immune to bonuses gained solely from flanking and to sneak attack damage resulting from flanking. |
| Free This Soul | 8 | An ally receives a second saving throw against an ongoing mind-affecting effect. |
| Give Me Speed | 4 | The Paladin or sacred mount gains +10 feet of movement. |
| Grant Life to This Person | 2 | Automatically stabilises a dying creature. |
| Grant Me Strength | 3 | +2 sacred bonus on Fortitude saves. |
| Guard My Heart | 3 | +2 sacred bonus on Will saves. |
| Guide My Hand | 2 | +2 morale bonus on the next attack roll. |
| Guide My Words | 4 | +4 morale bonus on Concentration checks made while threatened. This stacks with Combat Casting. |
| Let Me Be Your Vessel | 4 | +2 sacred bonus on the next caster-level check. |
| Protect Me from My Enemies | 4 | +1 deflection bonus to AC. |
| Reveal My Enemies | 6 | Reduce the miss chance against concealed opponents by 5 percentage points. It does not reveal ethereal or incorporeal targets unless the Paladin is using a weapon capable of affecting them. |
| Show Me the Way | 3 | +2 sacred bonus on Reflex saves. |
| Take Me! | 6 | The Paladin moves to intercept an otherwise fatal melee blow against an ally within reach or immediate movement range. The Paladin takes the damage instead. Movement used to intercept can provoke attacks of opportunity. |
Optional Rules: Oaths, Vows and Transgression
Holy Oaths
A holy oath is a promise with supernatural weight. Its severity runs from 1 to 5. While actively fulfilling the oath, the Paladin gains a bonus equal to its severity when the oath is directly relevant.
When a saving throw is called for, use Will DC 15 + oath severity.
| Severity | Save Frequency | Penalty for Failure or Violation |
|---|---|---|
| 1 — Light | Only direct, willing violations | –1 to either attack/damage, skills or saves, chosen by the player, for 1 day. |
| 2 — Moderate | Includes accidental or indirect violations | –2 to either attack/damage, skills or saves, chosen by the GM, for 1 day. |
| 3 — Serious | Check monthly if the oath is neglected | –3 to attack/damage and to either skills or saves, chosen by the player, for 3 days. |
| 4 — Critical | Check weekly if neglected | –4 to attack/damage and either skills or saves, chosen by the GM, plus 2d6 damage that cannot be healed until the oath is resumed; duration 1 week. |
| 5 — Mortal | Check daily if neglected | –5 to attack/damage and either skills or saves, chosen by the GM, plus 3d6 damage that cannot be healed until the oath is resumed; duration 1 week. |
The experience-point cost of taking an oath equals its base XP cost multiplied by severity.
Oath Duration
An oath may have a fixed duration, last until a specified event is completed, remain conditional upon a continuing circumstance or be eternal. An eternal oath can remain significant beyond death and may even bind the oath-taker’s spirit. Once a non-eternal oath legitimately ends, both its benefits and its penalties cease.
Sample Oaths
Oath of Fealty
XP Cost: 100 × severity.
Chance of undeath if the eternal oath remains unresolved: 40%.
The Paladin gains a morale benefit on Will saves and relevant skill checks made to resist effects that would force betrayal of the sworn liege. Communication intended for the liege receives supernatural priority, and once per day the Paladin can use an effect comparable to Locate Person to find the liege.
Violation removes these benefits and imposes a morale penalty on Will saves. The supernatural bond remains one-sided: the liege can still be located through the oath’s bond while the oath-breaker loses the ability to locate the liege.
Oath of Alliance
XP Cost: 200 × severity.
Chance of undeath if the eternal oath remains unresolved: 20%.
Allies linked by the oath sense when another member suffers serious harm. Twice per day the Paladin can make a Sense Motive check to determine the condition of oath-bound companions, including broad information about their remaining health and key expended abilities.
The Paladin gains a bonus equal to oath severity +2 on Sense Motive checks involving fellow oath-members and a morale bonus on Will saves against compulsions that would force betrayal.
A betrayer develops a supernatural traitor’s mark. The oath-breaker takes –2 morale on attack rolls and Charisma-based checks involving the betrayed group. Other oath-members immediately become aware that betrayal has occurred and gain +2 morale on rolls made directly against the traitor.
Oath of Guardianship
XP Cost: 150 × severity.
Chance of undeath if the eternal oath remains unresolved: 80%.
While directly protecting the ward, the Paladin gains sacred bonuses to AC and saving throws. If reduced below 0 Hit Points while fulfilling the guardianship, the Paladin automatically stabilises. Once per day the Paladin can use a locating effect to find the ward.
Violation imposes a miss chance of 10% × oath severity and temporary Constitution damage equal to the oath’s severity. If the ward dies because of the violation, that Constitution loss can become permanent until true atonement is achieved.
Other suitable oath frameworks include Questing, Friendship, Binding and Enmity. Their exact terms should be written before play rather than improvised after the oath has been tested.
Sacred Vows
A sacred vow governs daily behaviour rather than one objective. A Paladin may hold more than one sacred vow.
Taking a sacred vow requires a full night of prayer or meditation and inflicts 1d4 temporary Constitution damage and 1d4 temporary Wisdom damage. It does not require an immediate XP payment.
Knowingly breaking a sacred vow causes immediate loss of Paladin supernatural abilities and the sacred mount. The character cannot gain further Paladin levels until completing appropriate atonement.
Abandoning a Sacred Vow
A Paladin can formally renounce a vow rather than break it secretly. Doing so requires a full night of prayer or meditation, 1d6 temporary Constitution damage, 1d6 temporary Wisdom damage and 500 XP. The obligation and its special benefit then end.
Vow of Truthfulness
The Paladin may not knowingly lie or deliberately deceive. The character does not rely on Bluff, feigned meanings or coded innuendo to conceal the truth and cannot use Diplomacy merely to disguise facts that the vow requires them to reveal.
In return, the Paladin gains +2 insight on Sense Motive checks made to recognise deception and +2 on saving throws against illusions.
Vow of Mercy
A Paladin who personally brings an opponent down must attempt to stabilise and care for that defeated foe when circumstances permit, using Lay on Hands, Heal or appropriate magic.
Undead, constructs, evil outsiders, oozes and vermin are normally exempt.
The Paladin gains a number of daily uses equal to Wisdom modifier of an effect combining aspects of Deathwatch and Sanctuary. Wisdom modifier is also added to appropriate healing amounts and Heal checks performed under the vow.
Secular Vows
A secular vow is a chosen discipline rather than a supernatural covenant. For each active secular vow, the Paladin gains +1 morale on Will saves against mind-affecting effects, to a maximum of +3.
Breaking one of these vows gives –1 morale on those saves until the character resumes the promised behaviour. There is no automatic XP loss or permanent supernatural penalty.
Optional Code and Adherence System
This subsystem turns the Paladin’s code into individual tenets with measurable adherence. It is intended for campaigns that want the code itself to generate mechanical choices rather than treating conduct as an all-or-nothing judgement.
Choosing Tenets
A Paladin can maintain a number of tenets up to Wisdom modifier.
Initial adherence points equal Wisdom score + character level. Each point can purchase +1 adherence in a tenet, to a normal maximum of +3 per tenet. Unspent initial points are lost.
Whenever the Paladin gains a level, add 2 + Wisdom modifier adherence points. Adding a completely new tenet at +0 costs 1 point.
General tenets cost 2 adherence points for each +1 increase. Specific tenets cost 1 point for each +1 increase.
Invoking a Tenet
Each tenet’s adherence bonus can normally be invoked a number of times per session equal to the Paladin’s Wisdom modifier.
The bonus applies when the Paladin is directly fulfilling that tenet or resisting a magical or supernatural effect that would force a violation.
An opponent who understands the code can deliberately exploit it. When that occurs, the Paladin may suffer a penalty equal to the tenet’s adherence bonus. Spending one of that tenet’s available invocations cancels the penalty.
Transgression Score
Violating a tenet adds that tenet’s adherence bonus to the Paladin’s transgression score.
If total transgression reaches or exceeds the Paladin’s Wisdom score, the character loses Paladin supernatural abilities until sufficient atonement reduces the score.
Involuntary Transgression
The Paladin breaks a tenet because of deception, ignorance or circumstances not fully understood. Make a Will save against DC 15 + the tenet’s adherence bonus.
On success, the Paladin retains the tenet’s invocation benefit, but the adherence bonus is still added to transgression score. On failure, the Paladin also loses that tenet’s invocation bonus until atonement.
Voluntary Transgression
The Paladin knowingly violates the tenet. There is no saving throw. The tenet’s invocation bonus is lost and its adherence bonus is added to transgression score.
Necessary Transgression
Sometimes two duties cannot both be kept. If violating a tenet is reasonably necessary to prevent a greater evil, make a Will save against DC 20 + the tenet’s adherence bonus.
On success, the Paladin loses use of the tenet’s bonus for 1d4+1 days but gains no transgression. Failure is treated as a voluntary violation.
Atonement
Redemption requires an act of devotion directly reflecting the tenet that was violated. The Paladin must also pay an XP cost equal to 5 × the tenet’s adherence bonus when the campaign uses XP costs.
Successful atonement subtracts that tenet’s adherence bonus from the transgression score and restores its invocation benefit.
Campaigns that do not use XP costs should replace the numerical cost with a meaningful quest, sacrifice, service or act of restitution.
Detecting Evil Is Not Mind Reading
Paladin abilities that sense evil should not function as universal lie detectors. Depending on edition they detect alignments, supernatural creature types, consecrated places, desecration or magical auras. They do not automatically reveal motives, prove a crime or explain what happened.
The corrupt official may not radiate supernatural evil. A vampire’s dominated servant may be innocent. A desecrated building may have been contaminated decades earlier. A fiend may conceal itself through stronger magic.
The result should generate questions rather than finish the investigation.
Paladin Adventure Hooks
| d8 | Hook |
|---|---|
| 1 | A Paladin’s supernatural powers disappear even though they insist they have broken no part of their oath. |
| 2 | A sacred mount arrives without its Paladin and refuses to leave until the characters follow it. |
| 3 | Two Paladins sworn to equally defensible causes are preparing to kill one another. |
| 4 | A city hires the characters to capture a renegade Paladin. Every village on the road insists the alleged criminal saved them. |
| 5 | A dying knight asks a player character to inherit an unfinished oath. |
| 6 | An angelic messenger orders something that appears cruel but insists catastrophe follows if the command is refused. |
| 7 | A company of soldiers has begun receiving Paladin-like miracles despite none of them knowing what oath they supposedly swore. |
| 8 | An ancient oath still protects a fortress centuries after the Paladin who made it disappeared. |
The Paladin Beyond the Game Rules
The word paladin ultimately descends from Latin palatinus, associated with the palace and high-ranking imperial or court service. Medieval romance later transformed the term into the image of an extraordinary champion attached to a great ruler.
Fantasy roleplaying broadened that idea again. The Paladin became not merely an elite knight, but a warrior whose moral or sacred commitment produces supernatural power.
That distinction is useful in the campaign. A historical knight may be brave, devout or honourable without possessing a single supernatural class feature. A Paladin is something rarer: the oath has become objectively magical.
Paladin Videos
Three carefully selected videos expand on the parts of the Paladin that are better seen or discussed than repeated as another rules summary: roleplaying, historical origins and the visual language of the fantasy knight.
Paladin FAQ
Does a Paladin have to worship a god?
Not in every rules system, and not in this campaign. A Paladin may serve a god, celestial power or sacred tradition, but some derive their supernatural identity primarily from the oath itself.
Does a Paladin have to be Lawful Good?
D&D 3.5e and the core Pathfinder 1e Paladin require Lawful Good alignment. The 2014 and 2024 D&D versions instead define the character primarily through a Sacred Oath and its tenets.
Can a Paladin break the law?
Yes, depending on oath and rules edition. A legal command can conflict with a higher duty. Older editions impose stricter alignment and conduct restrictions, while modern oath-based Paladins are judged primarily against their sworn tenets.
What happens if a Paladin breaks an oath?
The answer depends on edition and severity. Possible consequences include penitence, atonement, loss of supernatural abilities, a changed oath or abandoning the Paladin class. A single mistake does not need to end the character’s story.
Can a Paladin use a mount other than a horse?
Yes when the relevant rules and GM allow it. The creature should fit the Paladin’s size, culture, environment and supernatural bond. The 2024, Pathfinder 1e and D&D 3.5e rules handle these companions differently.
Is Divine Smite the same in 2014 and 2024 D&D?
No. The 2014 feature spends a spell slot after a qualifying melee hit. The 2024 Paladin instead always prepares the Divine Smite spell through Paladin’s Smite and receives one free casting after each Long Rest.
What is the main difference between a Fighter and a Paladin?
A Fighter concentrates primarily on martial mastery. A Paladin combines martial ability with healing, oath-powered magic, supernatural defence and a binding cause that affects both mechanics and roleplaying.
Can a Paladin be an antagonist?
Yes. A sincere oath does not guarantee that every judgement made by its champion is wise. A Paladin can become a dangerous opponent through uncompromising interpretation, conflicting duties or allegiance to a cause that places them against the player characters.
Rules Sources and Licensing
The four edition panels are intentionally separated so that mechanics from different games are not presented as interchangeable.
D&D 5.5e / 2024: rules are based on the 2024 Basic Rules and System Reference Document 5.2.1. SRD 5.2.1 material is made available by Wizards of the Coast LLC under the Creative Commons Attribution 4.0 International licence.
2024 D&D Basic Rules — Character Classes
D&D 5e / 2014: rules are based on the 2014 Basic Rules and System Reference Document 5.1, also available under the Creative Commons Attribution 4.0 International licence.
2014 D&D Basic Rules — Classes
Pathfinder First Edition: reference material is drawn from the Pathfinder Roleplaying Game Core Rulebook Paladin and Open Game Content released for Pathfinder First Edition.
Pathfinder Roleplaying Game — Paladin
D&D 3.5e: reference material is drawn from the Revised System Reference Document.
Revised System Reference Document — Paladin
Optional legacy Paladin mechanics: the Special Mount purpose variants, mounted manoeuvres, expanded Detect Evil techniques, Faith Point subsystem, combat prayers, oaths, sacred vows and adherence system retain material derived from The Quintessential Paladin, Mongoose Publishing, and are explicitly identified above as optional 3.5-era expansion material rather than core rules for later editions.
Open Game License v1.0a + applicable Section 15 notices
Open Game Content designation: mechanical rules material inside the Pathfinder 1e and D&D 3.5e mechanics panels, together with the specifically labelled optional 3.5-era expansion mechanics, is designated as Open Game Content only to the extent that it derives from material previously released as Open Game Content.
No other portion of this page is designated as Open Game Content. Original campaign prose, historical discussion, adventure material, examples, editorial commentary, layout, CSS, presentation and artwork are excluded from that designation.
Open Game Content is usable only under and in accordance with the Open Game License version 1.0a.
Read the Open Game License version 1.0a
Section 15 — Copyright Notices
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid and James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook and Skip Williams.
Open game content from The Quintessential Paladin copyright 2002, Mongoose Publishing Ltd.
Dungeons & Dragons and related marks are trademarks of Wizards of the Coast LLC. Pathfinder is a registered trademark of Paizo Inc. This website is not affiliated with or endorsed by Wizards of the Coast, Paizo Inc. or Mongoose Publishing.
Rules should always be checked against the rulebook or SRD used by the table. Where editions disagree, the edition selected in the mechanics tabs above controls.
